Armory 3D

i have to say: really great job with "Bforartists" !!! I never dreamed of, that the GUI will be changed. But you´ve done it ! Awesome.
Ok, back to my topic. Most of my AddOns work with Bforartists. Armory 3D v0.4 seems somehow not to work. It loads inside the Program.
But if i want to create logic-nodes, i can´t. It could not find any actions for it. Really strange. Maybe some others also expirience the same issue.
Or i am doing something wrong. So if the Dev of Bforartists can take a look, if he reproduce the same issue, and if this can be fixed somehow.
Because Armory 3D is great. Thanks !

That's most probably because of some changes in the Blender Master code that did not exist in the release version of Blender 2.79b. They did some changes regarding version 2.8 already. Unfortunately Bforartists is based at the Blender Master code, and not at the Release version code. So there is little that we can do. I fear we have to live with that some addons doesn't work with Bforartists.

Thx for support. Yep, Armory works, gets loaded inside Bforartists. Just got the issue, that the logic-nodes doesn´t show up in the compositing UI. In the end, i can use just "Code" to do my actions. But i wanted to start with logic-nodes to start with armory3D. Maybe i should begin with coding

I´ve allready loaded it, into Bforartists. It works. I also can compile to any desired export format, like: html5, windows, etc.
So in general it works somehow with Bforartists v1.0 / Blender v2.7. Expect the thing with the "logic nodes", that don´t
appear inside the compositing UI. This is what bugs me.

Do you think, when Bforartists-kernel gets updatet to v2.8, armory 3d will have better chances as addOn (with working nodes) ?

I see. And i think i found the cause. We have removed the Blender menus in the node editor, and replaced it by our own. The old Blender menu is still there under the hood. But not longer accessible from the UI. To make it accessible again would mean to revert the node editor to the Blender state. No icons, a gazillion tabs to get lost ... The port to 2.8 will not change this situation. Sorry that i have no better news

You could theoretically add nodes by the search menu in the Add menu item in the header. This one still accesses the old code. But i haven't tested it.

some sad news. I tryed to add commands by the serach-drop-down. But also there are not any actions availible.
Really strange, because other stuff works, like materials and so on. I would say, we don´t need any icons for commands /
functions / nodes. As in the material editor, just "names" that defines the nodes. A Simple drop-down-menu, thats it.

Blender / Blender-user needs AddOns. A usual case. Therefore a Blenderfork, like Bforartists should support, or lets say
should be compatible like the original Blender. Otherwise the split / difference between them can get to big. And users maybe don´t see rich benefits for themselfs, if they have to choose between compatiblility or a clean UI. I know, its easy said from me, but its just my opinion . Of course, great work from you / your team on Bforartists. Hope Blender-Foundation supports you somehow !

There is no support from Blender. And never will. And i keep my fingers away from everything that is Blender. One shitstorm per life is enough.

We do our best to make as much addons working as possible. But in the end it's the addon developers job to develop and maintain the addon. I can for sure not rewrite the Armory addon so that it works in Bforartists. That's simply too much, sorry.

Okay ... understand it. I don´t know any backgrounds. I just expected, that the foundation is glad, that someone is willing to "fix" their UI. Because after 10+ years, its about time. So i assumed maybe you got support, in anyway. Really sad, if its the opposite way !

I don´t know how the fork works & how much effort you need to do do some stuff. I just thought, it is maybe relatively easy to handle the communication of Bforartists with some "exotic" addOns. I am not in, so sry for my naive demands. You are right, the best way would be, to use the Armory3D Blender mix. Thx for the Tips and explaination.

Hm, i tried mostly everything. But with no luck . Anyways. It works, just without nodes. I will try to lern doing things by
code. Thx everybody.

EDIT:
Tested some build-publishings. I can say: Bforartists + Armory3D + Haxe = works well. No need for any logic-nodes
EDIT_v2:
I loaded a example file of armory3D from github. Aaand the nodes are there !!! But i have no idea how to add new ones.
What ist the shortcut for adding new nodes inside the compositing UI ? In the regular Blender it is: shift+a ...

I had issues with a "-" in Renderman plugin so maybe "Armory-Renderer" could be causing problems.. I knew I had something happening with paths with Blender and BFA hence why I commented, just the wrong symbol

I might have to try this out. The Animation nodes have an Add panel, which should also exist with the Armory nodes system. You can always use the header, or the Shift+A - if the addon creates it's own nodal view, then the Header>Add and shift+A hotkey should populate. Animation Nodes does this, same with Sverchok.

@Draise
Sure, try it out if you got some time. Maybe you find out something interesting. Who knows...

Shift+A doens´t work and inside the "add"-panel theres nothing shown up with any functions, as it is in animation or material tab and so on. As described, when you load a example-project from gitHub, everything (all nodes) is inside the compositing Ui, as it should be. You can work with them. You can compile everything without errors. Everything works. This is crazy, just "adding new" nodes doesn´t work, because nothing there !
I am so sad

I gave it a whirl. Sure enough, the Add menu in the header and Shift+A menu are empty for Armory. I have filed a bug to the tracker.

As Reiner mentioned, we rebuilt the nodes "add" function to be ergonomic and more organized, and iconized. For some addons like Animation Nodes, the workaround to populate the add menu has had no issues. The shift+A add menu for Sverchok also works. Even addons that build new tabs work (Matlib, Node Wrangler, etc) But Armory does not. Might be worth retrying it out after BFA get's build on Blender 2.8's master source code released probably around September 2018.

My general statement:
Maybe this is the first AddOn which struggles with compatibility. But maybe there are some other AddOns, or upcoming AddOns which could struggle with BFA. As i know many Blender-Users / 3D-Artists rely on AddOns. Therefore i would take the topic "compatibility" to a high priority.